apoplexy v2.6b released

Windows and Linux editor of PoP1 (for DOS and SNES) and PoP2 (for DOS).

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Norbert
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apoplexy v2.6b released

Post by Norbert » September 17th, 2014, 1:01 pm

I've just released version 2.6b of apoplexy.

The GNU/Linux version is available here.
[Edit: and...] The Windows version can be downloaded here.

Changes since the last version:
+ Expanded the screen where PoP1's PRINCE.EXE can be changed.[1]
* Better handling of PoP2 (static and dynamic) guards with unexpected values.
[1] Users can now also change whether the prince has his sword (default, never, always), where the prince wins (level, room), and the environments and enemy resources used for each level.

Image

This should explain why I recently looked into and asked about the killability of skeletons. :)

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Re: apoplexy v2.6b released

Post by Norbert » September 17th, 2014, 1:28 pm

To clarify some things: the letters in the lower left stand for...

[D]ungeon [P]alace
[G]uard [F]at [S]keleton [J]affar [M]irror [N]one

...and the environment icon on the main screen...

Image
(mirror)

...now also changes the in-game environment and not just the editor graphics.

When switching to, for example, skeletons on level 1, the enemies in the editor automatically become skeletons and on the tiles screen (only) skeletons can be selected.

If anything doesn't work as expected, please let me know.

Ten or more incoming guards for PoP2 now shows up properly.
The same goes for static PoP2 guards with color 0 (RoomShaker II uses that occasionally).

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Re: apoplexy v2.6b released

Post by David » September 18th, 2014, 5:00 pm

Here is the Windows port.
To make the zip smaller, I deleted the png folder, and didn't include the games.
The DLLs are included.
Attachments
apoplexy-2.6b-win32-no-images.zip
(1.57 MiB) Downloaded 32 times

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Re: apoplexy v2.6b released

Post by Norbert » September 18th, 2014, 5:27 pm

Thanks, David.
I've also added a link to the full Windows package to the first post of this thread.

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Re: apoplexy v2.6b released

Post by salvadorc17 » September 19th, 2014, 9:39 pm

The port for windows does not work for me, closes instantly, need another library?? or whats happening??

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Re: apoplexy v2.6b released

Post by Norbert » September 19th, 2014, 10:13 pm

salvadorc17, use the links in the first post of this thread.

Here's a direct link to the Windows ZIP file:
http://www.popot.org/level_editors/soft ... -win32.zip

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Re: apoplexy v2.6b released

Post by salvadorc17 » September 19th, 2014, 10:31 pm

Thanks, this version is really interesting, I want to clarify something..
To clarify some things: the letters in the lower left stand for...

[D]ungeon [P]alace
[G]uard [F]at keleton [J]affar [M]irror [N]one


That means if i select [F]at, all guards will become fat in this level???

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Re: apoplexy v2.6b released

Post by Norbert » September 19th, 2014, 10:38 pm

That is correct, the game can only deal with one guard resource per level.

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Re: apoplexy v2.6b released

Post by polipo » October 8th, 2014, 2:15 pm

it supporto xml export for Prince 2 ?

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Re: apoplexy v2.6b released

Post by Norbert » October 8th, 2014, 4:15 pm

polipo wrote:it supporto xml export for Prince 2 ?
Sorry, I currently have no plans to add PoP2 XML export+import to apoplexy.
Related post: viewtopic.php?p=15168#p15168

I'm currently working on creating a multiplayer platform game.
Related post: viewtopic.php?p=15270#p15270

You could ask Brendon to add it to RoomShaker II, or David to add it to Pr2LevEd.
Or maybe one day I or someone else will add it to apoplexy. Or to PR.

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